Blackfire Leather Armor (Enchanted Leather Armor):

Leather armor is popular among certain adventurers. Compared to metal armors, the armor tends to restrict
ones movement quite a bit less. This can be considered quite effective when trying to move quickly or quietly.
While one might think of assassins and thieves, far more than them wear leather armor. Wizards and other
practitioners of magic find it far less restrictive. As well, rangers often prefer it because they end up using stealth
as often as thieves. Even some warriors prefer to be less restricted in their armor.

Only a handful of Alchemists are believed to know how to create these armor and it is believed only a few
dozen may have been created. Some believe that the original creator wanted to take the concept behind the
Darkflame swords to the next level and put the enchantment on a suit of leather armor. The first suits to be
enchanted in this style is believed to be less than a century old. Virtually all of the alchemists who know how to
create this enchantment are within the Western Empire although there are rumors of an alchemist elsewhere who
knows how to create these armors. Even though extremely expensive, these armors are much in demand and it is
extremely difficult to acquire one of these suites.

The armor appears to be a set of black soft leather armor. It is however reinforced in areas with hard leather
plates. Theses include a breast plate and back plate. As well, locations such as shoulders, elbows, hips, shins, and
knees are also protected by hard leather plates. On the edges of the leather plates are designs of flames. About half
of the armors have either the design of a Nightstalker dragon or the head of a Nightstalker in the center of the
breast plate. Even though otherwise fairly plain, these armor is still quite attractive.

As far as the armor’s protection, it is more comparable to a suit of plate and chain or scale armor than it is to
leather armor. Even so, the armor itself is far tougher than either one. The armor can take abuse that would make a
suit of scale armor into scrap while barely showing any sign of damage. The armor slowly regenerates any damage
it takes although does not regenerate damage as well as many metallic armors. If one of these suits is completely
destroyed however, the suit will no longer regenerate.

These suits are enchanted to be if effect “Light as a feather.” Anybody wearing one of these suits will find their
movement far less restricted than in a set of normal leather armor. Wearing this armor, one is far less tired and
freer to move than one might expect from somebody wearing armor, even leather armor. The wearer has fewer
problems prowling in the armor than normal armor.

The previous enchantments are relatively common for magic leather armors but the final is extremely
spectacular. The final enchantment though is that the armor can burst into flames. Instead of normal fire however,
the flames are black and emit no light. Makes the wearer far less visible than if the armor burned with bright
flames. Otherwise, the flames are normal and if something catches fire from the flames, they will burn normally.
This enchantment can be activated up to three times daily and has a duration of twelve minutes when activated.

Burst into Flame (3 x Daily): The armor bursts into enchanted flames with a duration of 12 minutes each time.
The magical flame adds an additional 100 S.D.C. (M.D.C. in Rifts) which all damage is taken from first. The
armor’s A.R. Rating is also increased by two points for an A.R. Rating of 17. As well, any touch on the armor
inflicts 3D6 damage and has a 50% chance of catching combustible materials on fire. The wearer is unaffected
by their own flame and can see clearly. Unlike normal flaming armor, the flames burn black and emit no light.

Regenerating Armor (Lesser): Damage is restored at the rate of 4D6 S.D.C. per day (or 1D6 S.D.C. every 6
hours.) If the armor is destroyed, the enchantment is broken and the armor is useless scrap.

Weightless: Considered to weigh one ounce and the wearer suffers no movement or encumbrance penalties.
Armor also has half normal prowl penalties.